#include "FortPhysicsObjectComponent.h" void UFortPhysicsObjectComponent::WakeUp() { } void UFortPhysicsObjectComponent::SetSimulatePhysics(bool bSimulate) { } void UFortPhysicsObjectComponent::SetPhysicsPreset(const UFortPhysicsObjectPreset* InPhysicsPreset) { } void UFortPhysicsObjectComponent::SetLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) { } void UFortPhysicsObjectComponent::SetAngularVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName) { } void UFortPhysicsObjectComponent::PutToSleep() { } bool UFortPhysicsObjectComponent::IsAwake() const { return false; } void UFortPhysicsObjectComponent::InitializePhysics(UPrimitiveComponent* PrimitiveComponent) { } void UFortPhysicsObjectComponent::HandleSimulatingComponentWake(UPrimitiveComponent* WakingComponent, FName BoneName) { } void UFortPhysicsObjectComponent::HandleSimulatingComponentSleep(UPrimitiveComponent* SleepingComponent, FName BoneName) { } void UFortPhysicsObjectComponent::HandleSimulatingComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { } void UFortPhysicsObjectComponent::HandleSimulatingComponentBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { } UPrimitiveComponent* UFortPhysicsObjectComponent::GetSimulatingComponent() const { return NULL; } void UFortPhysicsObjectComponent::ClientBroadcastHitDetection_Implementation(AController* EventInstigator, float Radius, float Relevancy, const FVector HalfPoints, const FVector DoublePoints) { } void UFortPhysicsObjectComponent::BroadcastLinearVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) { } void UFortPhysicsObjectComponent::BroadcastAngularVelocity_Implementation(FVector NewVel, bool bAddToCurrent, FName BoneName) { } UFortPhysicsObjectComponent::UFortPhysicsObjectComponent() { PhysicsPreset = NULL; bInitializeUsingRootComponent = true; SimulatingComponent = NULL; BuoyancyComponent = NULL; }